The engine-owned esys_move (#65) reads Position/Body/Collider/Solids by name, but no package defined them — every game and example re-declared identical bundles by hand. Ship them as the source package ludic.core; games import instead of copy-pasting, and extend by composition (attach their own components on the same model). AOT → compiles into the consumer's ECS with no seam; integer + Q16.16 deterministic. Adds examples/library/core_components (driven by esys_move, composed with a game Health component) as a controller_case (104/0). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
734 B
734 B
bump: minor
type: feat
Canonical engine-ABI components (#77) — the shared Position / Body / Collider / Solids bundles the engine-owned movement system (esys_move, #65) reads by name are now shipped from a base source package, ludic.core, instead of being re-declared by hand in every game and example. A game import "ludic.core/components.ludic" and the engine moves and collides its entities for free; extend by composition (attach your own components on the same model). AOT means the properties compile straight into the consumer's compile-time ECS with no ABI seam, and everything stays integer + Q16.16 deterministic (lockstep / replay / world_save hold). Example: examples/library/core_components.ludic.